12,539 Commits over 3,806 Days - 0.14cph!
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
Train tunnel prevent building volumes
Fixed world not properly spawning on first connect
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Fixed robocopy exit code handling (wtf)
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
Committing everything that changed from a game manifest update (build times)
Use robocopy instead of xcopy
Since xcopy has a 254 character path length limit
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
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SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
Reapplying
58855 since it was probably not causing any problems after all
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Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
Spawn up to 20 tunnel entrances
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes
Added additional road type modes to PlaceMonumentsRoadside
Better tunnel entrance road nodes for slightly more distance to the road itself
Slightly better tunnel entrance splat map (still programmer art)
Better tunnel entrance terrain anchors
Better grid snapping for dungeon entrance
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
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Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
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